Increases Mitsuru's falling speed, so you can potentially avoid bad air-to-airs, and continue combos on the ground.

An amazing jump in button. An alternative to 5C as a way to open up crouch block, simply because of how fast it comes out, and it's absolutely giant vertical hitbox. Horizontally it's quite short though, so if you think you won't be able to hit them, try using jA instead.

Also an instant overhead, though you will need either an assist or a Marin Karin already on screen to combo off it.

Freezes Mitsuru's aerial momentum, so do your best to confirm into this, or risk getting punished easily.

A huge move that covers about 2/3 of the screen at a nice ~110 degree angle. Useful for beating projectiles as well as extending combos if your assist pushes the opponent too far away. You can usually land and hit the opponent with a 5B or 2B on hit.

Two words: hit stun. This thing isn't exactly godlike damage wise, but hitting with Marin Karin will allow you to combo into almost anything. It has a ton of startup though, so it's best used after a Tentarafoo, Bufula, or cancelled into after a normal.

Multi-purpose utility super. Due to it's lightning fast startup and decent range, this works perfectly as both a combo ender and a high damage reversal (though her other Distortion deals far higher damage). Can also be used as a ghetto anti-air.

Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.

Your big damage super. If possible, this is what you're going to want to counter hit with. It covers a huge amount of the screen, and has a fantastic angle as well, so this is also an amazing combo ender. Just be weary, if this move gets blocked, your opponent has a huge window of oppurtunity to punish you.

To edit frame data, edit values in BBTag/Mitsuru Kirijo/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.